local skynet = require "skynet" local oo = require "Class" local log = require "Log" local pb = require "pb" local dataType = require "DataType" local errorInfo = require "ErrorInfo" local Pet = oo.class() function Pet:Init() end --新增宠物 function Pet:CheckNew( player ) local cfgPetSkin = skynet.server.gameConfig.PetSkin local level = player.gameData.level for k, v in pairs( cfgPetSkin ) do if level >= v.unlockLvl then local petType = v.petType if not player.gameData.pet [ petType ] then --到了30级解锁宠物 player.gameData.pet [ petType ] = {} player.gameData.pet [ petType ].nickName = "" player.gameData.pet [ petType ].status = dataType.PetStatus_Lock player.gameData.pet [ petType ].type = v.petType player.gameData.pet [ petType ].skinId = v.id player.gameData.pet [ petType ].hatId = 0 player.gameData.pet [ petType ].clothesId = 0 player.gameData.pet [ petType ].ornamentId = 0 end end end end --宠物特征展示 function Pet:Show( player , c2sData , s2cData ) c2sData.data = assert(pb.decode("C2SPetShow", c2sData.data )) local data ={} local petType = c2sData.data.petType if not petType then s2cData.code = errorInfo.ErrorCode.ErrRequestParam else data.petInfo = self:GetData( player , petType ) end s2cData.cmd = pb.enum("MsgType","CMD_S2C_PetShow") s2cData.data = assert(pb.encode("S2CPetShow", data)) end --宠物特征改变 function Pet:Change( player , c2sData , s2cData ) c2sData.data = assert(pb.decode("C2SPetChange", c2sData.data )) local data ={} local petInfo = c2sData.data.petInfo if not petInfo or not petInfo.type or not petInfo.nickName or not petInfo.skinId or not petInfo.petClothesId then s2cData.code = errorInfo.ErrorCode.ErrRequestParam else for k1, v1 in pairs( player.gameData.pet ) do --找到对就的宠物类型 if petInfo.type == v1.type then v1.nickName = petInfo.nickName v1.skinId = petInfo.skinId --根据协议来的顺序分别填入 服装 帽子 装饰品 for k2, v2 in pairs( petInfo.petClothesId ) do if player:IsBuyGoods( dataType.GoodsType_PetClothes , v2 ) or 0 == v2 then if 1 == k2 then player.gameData.pet[ k1 ].clothesId = v2 elseif 2 == k2 then player.gameData.pet[ k1 ].hatId = v2 elseif 3 == k2 then player.gameData.pet[ k1 ].ornamentId = v2 end end end data.petInfo = self:GetData( player , petInfo.type ) break end end end s2cData.cmd = pb.enum("MsgType","CMD_S2C_PetChange") s2cData.data = assert(pb.encode("S2CPetChange", data)) end --获取数据 function Pet:GetData( player , petType ) local data = {} for k, v in pairs( player.gameData.pet ) do if petType == v.type then data.type = v.type data.nickName = v.nickName data.skinId = v.skinId data.petClothesId = {} table.insert(data.petClothesId , v.clothesId ) table.insert(data.petClothesId , v.hatId ) table.insert(data.petClothesId , v.ornamentId ) break end end return data end --宠物特征展示 function Pet:Unlock( player , c2sData , s2cData ) c2sData.data = assert(pb.decode("C2SPetUnlock", c2sData.data )) local data ={} local petType = c2sData.data.petType local nickName = c2sData.data.nickName if not petType or not nickName then s2cData.code = errorInfo.ErrorCode.ErrRequestParam else if dataType.PetStatus_Lock == player.gameData.pet[ petType ].status then player.gameData.pet[ petType ].status = dataType.PetStatus_Unlock player.gameData.pet[ petType ].nickName = nickName end end data.petType = petType s2cData.cmd = pb.enum("MsgType","CMD_S2C_PetUnlock") s2cData.data = assert(pb.encode("S2CPetUnlock", data)) end --宠物改名 function Pet:Rename( player , c2sData , s2cData ) c2sData.data = assert(pb.decode("C2SPetRename", c2sData.data )) local petType = c2sData.data.petType local nickName = c2sData.data.nickName local data ={} if not petType or not nickName then s2cData.code = errorInfo.ErrorCode.ErrRequestParam else for k, v in pairs( player.gameData.pet ) do if petType == v.type then v.nickName = nickName data.petType = petType data.nickName = nickName break end end end s2cData.cmd = pb.enum("MsgType","CMD_S2C_PetRename") s2cData.data = assert(pb.encode("S2CPetRename", data)) end skynet.server.pet = Pet return Pet